Author: Daniele

In these last months, other than working on Goscurry, fighting bureaucracy and other stuff, for once I did only the graphics for a couple games, both in pixelart (or “pixel art”, but I like the loose portmanteau version better). They are Earthling Priorities — a mini adventure game — and People In Love — a city sim where positive planning and people’s happiness are the most important factors — both still under […]

A few days ago, after almost a year, Goscurry got finally greenlit. I honestly don’t know if a miracle happened, or if it was just because Valve felt pity for it, since it was standing there all alone for so long. Or maybe it’s because they’re gonna shut down Greenlight and thought “Let’s make some […]

Updated: 27 March 2015. The assets I use (and love) (in strict alphabetical order) 2D Toolkit. Even after Unity 4.3 introduced its own 2D engine, 2D Toolkit managed to integrate with it and is still the best 2D solution with the most efficient sprite management, even if since Unity 4.6 I don’t use it for UIs anymore, but only […]

I wake up and open my eyes. The world fades into existence. The world looks like a storehouse. I tilt my head around, noticing the flat grey walls surrounding me, and what looks like an obstacle course ahead. I also notice that I’m standing, which makes me wonder if I’m a horse, since I was […]

Since some gamedev friends might come to Rome sooner or later, where I was born and still live 20% of the year, I thought I’d share a blog post about my personal tourist guide, for people that have never been there. Beware: this is a guide FROM a gamedev, not TO gamedevs (meaning I won’t […]

I think it was a couple years ago, when, annoyed by name conflicts with loose Unity scripts and looking for better code completion, I decided to only code inside assemblies. Less than a month ago, I went back to loose scripts. Unity 4 finally introduced namespaces (even if with a few bugs), and insisting to […]

A few minutes ago I had a strange magical moment. You know, like when the stars align and shit like that. It happened to me. I was working on the computer, and then, for no apparent reason, I closed all the billions of cluttered windows I always have on the desktop. And, woah, I saw […]

There’s tons of stuff I should have blogged about in the past, but didn’t. So, I’m being silly and will start with some illustrations, instead than game development. A while ago, Indie Vault held a small art contest, whose theme was “invent a hero and his magic weapon”. It was fun, and I placed second. […]

Sooo. I closed Holoville Games (and Holoville), and now am DEMIGIANT. I made a new website. Now gotta start a new blog too. The old blog was kind of erased by some crazy server changes (yes, I just posted a link that will bring you to a 404 page, if you’re in the near future, that’s […]